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splashs.lua.bak
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splashs.lua.bak
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local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
-- transition.fadeIn( target, params )
-- transition.fadeOut( target, params )
-- transition.fadeIn( target, params )
-- transition.fadeOut( target, params )
-- local function gotoMenu()
-- composer.gotoScene("menu")
-- end
-- local placeholderSplash
-- local placeholderSplash2
-- local function splash()
-- transition.to( placeholderSplash, { time = 2000, alpha = 1} )
-- end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
placeholderSplash = display.newText( sceneGroup, "This is a Splashscreen!", display.contentCenterX, display.contentCenterY,"Fonts/Kenney Pixel.ttf", 40 )
placeholderSplash2 = display.newText( sceneGroup, "This is a second Splashscreen!", display.contentCenterX, display.contentCenterY,"Fonts/Kenney Pixel.ttf", 40 )
placeholderSplash.alpha=0
placeholderSplash2.alpha=0
local skipButton = display.newText(sceneGroup, "Skip", display.contentWidth, display.contentHeight, "Fonts/Kenney Pixel.ttf", 20)
skipButton.anchorX = 1
skipButton.anchorY = 1
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
splash()
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == "did" ) then
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene